
Guide: Allowing Movement While Handcuffed (FiveM) MustHave
Want handcuffed players to move around in FiveM without losing realism? Our friendly guide walks you through easy code tweaks for QBCore, ESX, and vRP, enabling movement while keeping the unwanted actions disabled.
Hızlı kontroller için ücretsiz komut dosyaları uygundur. Üretim sunucuları için, çerçeveye ve kullanım senaryosuna göre tam sunucu paketlerini veya ücretli, bakımı yapılan komut dosyalarını karşılaştırın.
Kılavuz: Kelepçeliyken Hareket Etme İzni (FiveM)
In role‑play servers with FiveM, handcuffs add a touch of realism and tension. Many players discover that the default freezing behavior can be too restrictive, making the experience feel artificial. This guide shows you how to let players move while handcuffed across all popular frameworks—QBCore, ESX, and vRP—while still preventing the most obvious actions like shooting or driving.
—
Understanding the Handcuffing Flow
When a player is handcuffed, the server typically toggles a few client‑side settings:
The handcuff animation plays (e.g., `’mp_arresting’, ‘idle’`).
Handcuff controls are enabled (`SetEnableHandcuffs`).
The entity is usually frozen to lock the player in place.
To allow movement, you need to unfreeze the entity önce keeping all other restrictive controls active. The challenge is to locate the exact lines in each framework and adjust them without breaking your existing logic.
—
QBCore Framework (and QBOX) – Step‑by‑Step
1. Find the Handcuff Code
Search the police job or utility scripts for the cue that triggers handcuffing. It normally looks like:
“`lua
TaskPlayAnim(playerPed, ‘mp_arresting’, ‘idle’, 8.0, -8, -1, 49, 0, 0, 0, 0)
SetEnableHandcuffs(playerPed, doğru)
FreezeEntityPosition(playerPed, doğru)
“`
2. Enable Movement
Replace the freeze call:
“`lua
FreezeEntityPosition(playerPed, false) — Allows free walking
“`
Your updated snippet becomes:
“`lua
TaskPlayAnim(playerPed, ‘mp_arresting’, ‘idle’, 8.0, -8, -1, 49, 0, 0, 0, 0)
SetEnableHandcuffs(playerPed, doğru)
FreezeEntityPosition(playerPed, false)
“`
3. Keep Controls Restricted
Create a continuous thread that disables the potentially problematic actions:
“`lua
Vatandaş.CreateThread(fonksiyon()
doğru yaparken
Vatandaş.Bekle(10)
eğer kelepçeliyse o zaman
DisableControlAction(0, 24, true) — Attack
DisableControlAction(0, 25, true) — Aim
DisableControlAction(0, 142, true) — MeleeAttackAlternate
DisableControlAction(0, 75, true) — Leave Vehicle
DisableControlAction(0, 92, true) — Shoot in vehicle
son
son
son)
“`
Replace `IsHandcuffed` with the variable that indicates the do‑handcuff state for your specific script.
—
ESX Framework – How to Do It
1. Locate the Main Handcuff Section
Find `esx_policejob/client/main.lua` and locate the following code:
“`lua
TaskPlayAnim(playerPed, ‘mp_arresting’, ‘idle’, 8.0, -8, -1, 49, 0, 0, 0, 0)
SetEnableHandcuffs(playerPed, doğru)
SetPedCanPlayGestureAnims(oyuncuPed, yanlış)
FreezeEntityPosition(playerPed, doğru)
“`
2. Remove the Freeze
Change `FreezeEntityPosition(playerPed, true)` to `false` so that walking is possible.
3. Disable Key Controls
Implement a similar thread to keep weapons and vehicle controls at bay:
“`lua
Vatandaş.CreateThread(fonksiyon()
doğru yaparken
Vatandaş.Bekle(10)
eğer kelepçeliyse o zaman
DisableControlAction(0, 142, true) — MeleeAttackAlternate
DisableControlAction(0, 30, true) — MoveLeftRight
DisableControlAction(0, 31, true) — MoveUpDown
DisableControlAction(0, 24, true) — Shoot
DisableControlAction(0, 92, true) — Shoot in car
DisableControlAction(0, 75, true) — Leave Vehicle
son
son
son)
“`
Be sure to link `IsHandcuffed` to your ESX handcuff flag.
—
vRP – Customizing Movement
1. Find the Handcuff Declaration
The core logic often resides in `vrp/modules/police.lua` or a custom resource. Look for:
“`lua
vRPclient.playAnim(player, {true, {{mp_arresting, idle}}, true})
vRPclient.setHandcuffed(oyuncu, doğru)
vRPclient.setFreeze(oyuncu, doğru)
“`
2. Unfreeze for Movement
Swap the freeze line:
“`lua
vRPclient.setFreeze(oynatıcı, false)
“`
3. Lock Specific Actions
Insert or modify a client script to continuously disable undesired controls:
“`lua
Vatandaş.CreateThread(fonksiyon()
doğru yaparken
Vatandaş.Bekle(10)
eğer kelepçeliyse o zaman
DisableControlAction(0, 24, true) — Attack
DisableControlAction(0, 25, true) — Aim
DisableControlAction(0, 142, true) — MeleeAttackAlternate
DisableControlAction(0, 75, true) — Leave Vehicle
DisableControlAction(0, 92, true) — Shoot in vehicle
DisableControlAction(0, 30, true) — Move Left/Right
DisableControlAction(0, 31, true) — Move Up/Down
son
son
son)
“`
4. Sync the Handcuff Flag
Define a global variable and listen for a server‑side event:
“`lua
yerel IsHandcuffed = false
RegisterNetEvent(‘vrp:handcuff’)
AddEventHandler(‘vrp:handcuff’, function(status)
Kelepçeli mi = durum
son)
“`
Trigger this event whenever a player is handcuffed or released.
—
Final Considerations
Test thoroughly on a copy of your server before pushing changes live.
Adjust the `DisableControlAction` list to match your role‑play rules—some servers may want to allow certain movements or swaps.
Always keep your variables clear and consistent; placeholders like `IsHandcuffed` must be tied to actual script flags.
—
Conclusion – Your Ultimate Handcuff Mobility Blueprint
By following this Kılavuz: Kelepçeliyken Hareket Etme İzni (FiveM), you can introduce realistic handcuff mechanics that let players walk around while still feeling the restrictions of being restrained. This approach retains immersive gameplay for QBCore, ESX, and vRP servers, making role‑play encounters smoother and more engaging for everyone.






